Type Definition eos_rs::api::items::Item

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pub type Item = item;
Expand description

An item slot. It has a quantity if it’s stackable and optionally a reference to an entity that holds it.

A quantity of zero indicates that the item is not stackable.

Implementations§

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impl Item

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pub fn generate_explicit( &mut self, item_id: ItemId, quantity: u16, sticky: bool, _ov29: OverlayLoadLease<29> )

Initializes an item struct with the given information.

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pub fn generate( &mut self, item_id: ItemId, quantity: u16, sticky_type: Type, _ov29: OverlayLoadLease<29> )

Initializes an item struct with the given information. This wraps Self::init, but with extra logic to resolve the item’s stickiness. It also calls Self::generate_item_quantity for Poké.

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pub fn generate_item_quantity(&mut self, max_money: i32)

Set the quantity code on an item (assuming it’s Poké), given some maximum acceptable money amount.

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impl Item

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pub fn new(item_id: ItemId, quantity: u16, sticky: bool) -> Self

Allocates a new item.

This will resolve the quantity based on the item type:

  • For Poké, the quantity code will always be set to 1.
  • For thrown items, the quantity code will be randomly generated on the range of valid quantities for that item type.
  • For non-stackable items, the quantity code will always be set to 0.
  • Otherwise, the quantity will be assigned from the quantity argument.
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pub fn init(&mut self, item_id: ItemId, quantity: u16, sticky: bool)

Initialize an item struct with the given information.

This will resolve the quantity based on the item type:

  • For Poké, the quantity code will always be set to 1.
  • For thrown items, the quantity code will be randomly generated on the range of valid quantities for that item type.
  • For non-stackable items, the quantity code will always be set to 0.
  • Otherwise, the quantity will be assigned from the quantity argument.